Sorry, I did- 1 BAR is also better within 7 range. Looks like I was too hasty to reply before.
Thanks for the clarification. So basically rifles with 1 BAR are better at short and very long range. Weird.
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Thread: USF radical design changes ideas27 Oct 2018, 18:13 PM
Thanks for the clarification. So basically rifles with 1 BAR are better at short and very long range. Weird. In: COH2 Gameplay |
Thread: British Forces tips27 Oct 2018, 16:32 PM
Actually, I find the 17 pdr to be a good investment sometimes. It's not that much fuel and it's basically a nondoc pak43 that can self spot with flares and shoot through stuff like the pak43 with its ability. It almost pays its worth in just being an artillery magnet (which it actually does pretty well as it seems to be pretty durable even against LefHs for a while). It really takes some pressure off the rest of your army in teamgames and does crazy damage to tanks and can cord. I think a lot of axis players are also not used to getting sniped by giant at guns and it throws them off a bit. In: Strategy Desk |
Thread: OKW needs some nerfs don’t you think?27 Oct 2018, 01:20 AM
True but you usually have to be much closer to pull it off unless they're going full speed towards you since it has to take 2 shots (and not miss either of them). In: COH2 Balance |
Thread: USF radical design changes ideas27 Oct 2018, 01:18 AM
That's why I asked for total squad DPS, which is what I believe I was referencing. In: COH2 Gameplay |
Thread: USF radical design changes ideas27 Oct 2018, 00:55 AM
Thanks for the stats. Good to know. The last line throws me for a bit though - it says that 2xstgs are better than the 1 BAR at ranges below 30 but then there's this line: Point Blank: Rifles and 1 BAR: 6.79x4+13.2= 40.36 Volks with StGs: 4.74x3+7.52x2= 29.26 Did I miss something? In: COH2 Gameplay |
Thread: British Forces tips27 Oct 2018, 00:17 AM
When I use commandos I actually tend to float a ton of muni and can pretty much spam abilities as much as I like (except for the really expensive ones in commando regiment). It’s a nice change from having like 0 muni for the first 40 minutes of the game as usf. In: Strategy Desk |
Thread: Feedback for Commander Revamppatch27 Oct 2018, 00:13 AM
Yeah pathfinder combat efficiency is not a problem. IMO JLIs and pathfinders are pretty well balanced as it is in terms of performance. I’d like to see 0cp pathfinders without their scoped rifles until 1cp though. It’s very hard to properly utilize airborne company and even recon support because you end up with way too much infantry, so 0cp paths would help a lot. In: Lobby |
Thread: OKW underperforming?26 Oct 2018, 01:14 AM
Yeah the volks vs. riflemen matchup is one of the worst things in the game IMO because it’s basically just a dps-fest once both of them get weapon upgrades since neither of them have a defined effective range. Stuff like volks vs sections (both with upgrades) or rifles vs grens (ditto) is a little better but it’s still just odd to have infantry that are more or less good at all ranges both for people using them and people playing against them. In: COH2 Balance |
Thread: Feedback for Commander Revamppatch25 Oct 2018, 23:37 PM
I hope this scuttle feature finds its way to the likes of the 17 pounder, cool idea. That and the mortar pit. Although I think it was intended to prevent enemies from stealing the gun but it would be useful for Brit emplacements too. The fact that JLIs are 1cp now really makes me want t0 pathfinders/IR pathfinders. I know it’s out of scope but it seems like a sensible change (that will probably have to wait until another patch but still). In: Lobby |
Thread: OKW needs some nerfs don’t you think?25 Oct 2018, 23:28 PM
Well yeah but do you really think immobilizing mines are comparable to a long range vehicle that can literally snipe the treads off a tank forever (until it gets repaired anyway)? There’s a reason the only vehicle capable of immobilizing at all anymore is kinda slow, dies in 3 at gun hits, has normal range, and has to take 2 shots for a timed immobilization. It was even considered op when the stug and even the Stuart could do it for a short duration. In: COH2 Balance |
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